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Devlog #3 Melee Combat Overview

Working on how melee combat feels in Siwenna, here’s a quick overview: Melee combat in Siwenna is heavily inspired by Ultima Online, but with one small change: each weapon has a swing time.

In UO, damage was applied instantly as long as you were in range. Since this is a 3D game, it’s important to actually see the weapon swing — not just check if you’re standing close — so it feels more natural.

Here’s how it works so far:

  • If you’re near a target, the swing begins
  • The weapon animation plays
  • If you’re still near the target, damage is applied
  • Then you wait for the weapon’s attack speed before the next swing

Now let’s talk about skills. For now, only Swords will be enabled — it affects your hit chance. Tactics skill, increases your damage across all melee types. In the future, we plan to add more weapon types like axes, polearms, daggers, and others — each with their own feel and strengths.

We’re keeping melee slow and meditative — like in older MMOs where each swing really mattered. No crowded hotbars, no fast clicking. Just a few decisions, and a rhythm you can settle into.

This system is still rough. Animations aren’t final, and we haven’t added impact effects yet — but it works, and it’s one of the main things we’ll be testing in the first playtest.

If you’re curious to follow along, give feedback, or take part in future playtests, join us on Discord.


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